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Old November 18th, 2000, 09:02 PM
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Taqwus Taqwus is offline
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Default Re: Wanted features:

Some interface tweaks would be nice.

- Planet/Colonization screen: Why does the window close automatically after sending *1* colony ship? If you're building/sending multiple pods, this gets a bit silly.

Also, ISTR that the 'Colonizable' screen lists planets of any type you have the *tech* for, but not necessarily the *pod*. Once you have more than one colony tech this gets annoying.

- Planet viewing from the planet queue-editing screen: it'd be nice to be able to right-click a particular facility and scrap it, rather than leave queue menu, select planet, scrap menu, then re-enter queue menu. Mostly useful if you've gotten a batch of AI colonies and want to replace facilities w/ urban pacification, monolith or what-have-you.

- Since at the beginning of tactical combat you can see all the units anyway (examining ship/planet cargo), it shouldn't hurt to list units on the 'tactical or strategic combat' screen. I find myself always picking tactical versus planets, because whether or not there are WPs or sats makes a difference as to whether I have to micro-manage movement or not.

- It would be useful if the 'Minefield at location BLAH has been triggered' message listed how many mines were detonated, and how many are left, mostly to warn you if one of your minefields is about to be breached.

- It might be good to include the +1 movement point from the Propulsion Experts trait in the ship design screen, although newbies will figure it out soon enough...

- I don't recall a 'Show Idle/Empty Construction Queue' option, but if there isn't, it might be nice.


Possible bug(s): [1.02, full]

- The Time weapon that does 4x to shields, 1x to normal, might be broken (namely the 1x doesn't seem to be happening); unless AI accuracy was extremely poor (unlikely; for most of the game the AIs had better sensors than I had ECM) I had ships with downed shields getting attacked many times with it, and not taking armor/hull damage.

- (?) A Partnered AI, unhappy that I was partnered with an enemy of his, somehow stopped sharing his "view" (i.e. showing info where his ships/planets were) as if the treaty were over, but was still listed as having a Partnership.

- A ship ordered to return for resupply shouldn't burn its dwindling fuel going back-and-forth next to an occupied enemy warp point; in general, if a ship would make a cycle during one turn on automatic path finding, something is wrong. Should be detectable quickly since a path on a single turn is normally short (even with Quantum Engines, Solar Sail III, and Propulsion Experts a BC or below can only go 13 squares/turn, so even a naive N^2 algorithm shouldn't cost too much time...).

Either it should find another path, or cancel the order so that the player can tell his wayward DN to go attack the puny CA and *then* go through the warp point.

Misc foo --

- AI seems a less clued about mines than in the demo (?). ISTR in the demo that AI minefields at warp points and planets were common, and AIs running repeatedly into minefields wasn't, and I was using the same AI settings then. Unless they don't go mining until war breaks out... (w/ the demo I usually was far more warlike early due to the turn limit).

- Should a surrendered foe hand over its star charts and other intelligence data? Might be a bit much (pins an "Attack me!" sign on the back of Ancient races, for starters...).

- AIs still seem very reluctant to make tech trades or counter-offers. Hrrrrrm.

- AI on defense, w/ both mobile and immobile forces, should be more reluctant to separate the two. That is, with a fleet, stations, WPs and sats defending a planet, the fleet should probably not charge ahead unless the player is actually a threat when out of range of the stations, WPs and sats.


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